Not so mutch of an asshole but perhaps and a tad stupid :/ . SSE states that you develop a overcomplicated solution as s sucsessor to a small compact system. this map was never small, compact or elegant. Sorry i just cant see you point in this referense.
A lots of the new stuff seems a bit over the top, and is more of a distraction than it adds to the feel of the map. imho, although there are a lot of great new stuff, the last version was better. Stuff like those rotating things on the top (the horisontal bouncers) and oem of the light work in the main halls is kinda annoying. (The latter might be my settings though.. i play after executing low.cfg and then enabling RT world lights)
This map dont have any world rtlight at all. the point of adding those almost vanished with deluxemapping. "and oem of the light work in the main halls is kinda annoying" better desript or a sc would be nice.. i have no idea what you mean. However the horisontal bouncers are indeed realy ugly and will change before v2final.
as someone once said "an engineer knows that he has achieved perfection, not when there is nothing more to add, but when there is nothing more to take away"

For the sake of not starting a flamewar i wont say what i acctualy think of that quote.. just that i dont agree.
esteel wrote:I guess tChr is right, the lower parts of the maps are really good now but the upper parts indeed are a bit over the top with the jumppads mentioned. There are already jumppads up the middle part with the pushpads to the nex and there are jumppads up those four columns. That should be enough.
The access to the middle section (the tube with the jumppad below the nex) is also good but maybe the 'tunnels' should be replaced with a simple doorway on both sides.
I almost never ever see anyone doing anything other then spawning, going for the nexgun or trying to find the fastst way to the lower parts when i play the old ver of this map online. This leads me to belive that unless thise areas get more usefulness i may just as well remove them, along with the "neutral" side rooms.
The jumppads have a preddy well defined puropse, both the "doubble" ones and the ones for the nexgun. The tunnels are done this way for preformace reasons. a simple open dorway would have evil preformace impacts from many places. it also provides some mutch needed cover.
Hmm do you have any idea why the bot waypoints need so long to load? I have not yet tried it but other maps seems to be ok with waypoints..
Yes, its the way the botsystem works in nexuiz. For every single gun, healthpack, jumppad, teleporter and so on the game spawns a waypoint. this waypoint is then connected to any waypoint within a certin distance. on a map this size with lots and lots of items this will take a long time. sadly the automaticaly gererated waypoints are also almost pointless since the bots alredy will serch for items on their own. From what i understand it was done this way to make bots work on maps w/o "handmade" navigation nodes.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.